An aspect of #TTRPG theory and modeling not examined enough: The role of dismantling party balancing and roles in some modern game design in reactions to it. It started with late 80s thru early 90s designs where individualized concepts were emphasized. 1/1
World of Darkness is the iconic example. A lot of build flexibility and individual concept focused creation. BUT they still fell into an RPG design mode where the games still necessitated a balance of roles in a lot of practical play. More flexibility to it, but still there. 2/2
You still needed your bruiser, your face, etc. Probably most prominently in Werewolf where a mediocre build can mean being useless or getting smeared. But still, WoD and it's era brethren were a step away from the class system. BUT the class system is only a blunt expression. 3/3
Even without DnD classes, a TTRPG can still very much need build tuning and party roles. Games that came to prominence in the early to late 2000s managed to shift things quite notably away from classical party balancing and character building. 4/4
The way they are built encourages individualized concepts in more fundamental ways than the 90s-early 00s style stack and sprawl of options. Even with fairly small sheets and limited character builds, TRPG PCs are rarely built with "party balance" or optimization in mind. 5/5
Even in a lot of class, playbook, and splat modern games, the idea of party balance takes a much less prominent part except for those that are intentionally retro or more traditional in TTRPG design. An interesting aspect of that is how both group and individual play evolved. 6/6
The classic idea of RPG party balance is not only having your bases covered but the idea that, say, having a 2nd face with slightly less good socials is pointless. The Face is just gonna do it. MAYBE a *backup* is nice? Modern design bulldozes that in various ways. 7/7
Some TTRPGs have more effective group mechanics. Some have more extended pacing and/or social tracking that makes it useful or time-appropriate to have multiple good voices each making their own argument. 8/8
Some TTRPGs make all rolls have interesting outcomes, so parallel or collab attempts have meaning. And so on. What they share is some guidance and/or mechanism that eliminates the "wasted" role problem. Also, the more open-ended and sandboxy way they are constructed matters. 9/9
That aspect also goes back to late 80s-early 90s designs, but has been substantially refined since. The need for a given role or balance starts vanishes as the action becomes more open-ended and player-driven. A group without a bruiser can avoid battle plots. 10/10
A group without a face can minimize their political and social engagement. And so on. Essentially, the more player-focused and emergent game aesthetic results in PC groups that can ignore tuning and balance in character creation and pursue stories that fit their talents. 11/11
We so often get lost in the idea of DnD style classes that we miss it is not a hard either-or but instead a continuous spectrum. Class-based systems are just one end, followed by say playbook and splat systems, and on. 12/12
There is also the role of the way a TTRPG build handles rolls and group dynamics, as well as the openness of play and degree to which is driven by player choices. All together, it represents a significant divide in tastes and play styles. We should unpack it more. 13/13
We're all grabbing extra couple hour naps. Because guess who's running an all-nighter again? That's right! Your beloved Rev, Leah, and Liv! They will be grouping together in chat again to get the Motif World Engine update, Creating the Creator, and Granny: The Chosen One out!
Plus get the ball rolling on a few other releases in the queue, like Our Dark Lord, about playing veteran minions/supervillain middle management and their lives.
We've gotten over our twittering giggles and are not getting back on task. I just looked at the queue. I'm pretty sure we are not well. Because that's a stupid long queue. Credit to Liv, she is blasting through playtesting reports and compiling summaries.
A big problem we see in the TTRPG scene, well beyond edition wars, is a bizarre unwillingness to discuss or unpack some things. You can't criticize certain safety tools (not as safety tools, but even as a specific tool and in its own terms/context). (1/4)
We're all queer, but we dread being honest about a bunch of queer themed TTRPG stuff. A couple of us have already enjoyed brigades and backroom blackballing over expressing our reservations and distaste in cases. (2/4)
Rev is loosening up without the influence of Jim and may yet let us freely get it off our chests. But he's justly conflicted. Worried it will get too much traction and become a distracting focal point. Worried about the brigading. Worried about turn the brand too negative. (3/4)
Hit just over $3800 for food banks & supportive housing! Our donor extended the #charity#gamesale until we hit our $4000, as we're so close! PWYW sales are matched for the fund. They're also keeping the lifetime subscription subsidy. Help us close out strong! #ttrpg#indiegames
1) Wanna say how awesome the #ttrpgfamily is to get us this far! Support has been overwhelming.
2) Could use another #TTRPGsolidarity boost to help close out. Only TWO lifetime subs would put us over $4000 raised. We know y'all can make that happen quick with a boost! Pls & TY!
1/1 New program for #TTRPG#gamedesign newbies! With the launch of the Motif SRD, we're offering to help a few new RPG designers build their own Runs On Motif Licensed games.
Step 1 is to check out the SRD and give it a solid read. drivethrurpg.com/product/361409… #indiegamedev
2/2 Step 2. Pitch us your Runs On Motif Licensed game ideas.
Summarize the general concept, who players are/what they can do, & describe the intended genre/themes/feel of it. If you have some mechanics ideas, that's great. But we'll help with that.
3/3 Step 3. We select a handful for the first round and walk them through developing their games. There is no cost except for a requirement to append a statement about the mentorship to the Attribution Text for the Motif SRD and consulting credit.
It's #SearchingSunday for our #TTRPGfamily! Tell us what #TTRPG and #Geek requests you have! Looking for advice? A kind of product or type of game? Collaborators? Show guests? Tell us what you're searching for! And if you can help out or provide an answer for another, please do!
We're currently looking for more eyeballs to look over our brand new Motif #SRD and give us feedback. We want to hear all the opinions, positive and critical alike! Also, any requests for clarification or expansions are quite welcome! drivethrurpg.com/product/361409… #TTRPG#opengaming
P.S. Any PWYW donations for the SRD are exactly matched for our charity drive. Pay $5, our donor adds another $5 to the charity fund for food banks and supportive housing!
The #TTRPG market is so weird in that it has a shocking number of titles promoted for a given style whose systems just do not do that. It is pretty much the norm. This covers everything from #TRPG titans to smaller #indiegames.
If you randomly name a #TTRPG and look at how it is marketed (by both the publisher(s) and fans) vs what it actually does, you have at least a 50/50 shot of naming an example. (Unless you're way deep into one of a few #TRPG#indiegame niches.) It's an endemic issue.
We can even leave #DnD and its derivatives completely out of it. The problem with #TTRPGs still remains. It is still the norm to have rulesets that do not do what they say or at best (or perhaps worse depending on POV) the description is technically correct but deeply misleading.